UT99 SDK
- Mister_Prophet
- Red Nemesis Leader
- Posts: 3125
- Joined: 11 Nov 2007, 23:30
- Location: Lost in Oraghar
Re: An old, funny thing born in this forum.
Oh geezUBerserker wrote:Is there an option to disable trees?

Re: An old, funny thing born in this forum.
No, sorryUBerserker wrote:Is there an option to disable trees?
News/Updates/Changes since November 09
Media
Weapon Shaders

A Shock Rifle with CelShading

A Shock Rifle with emissive Materials (Self Illumination Maps)
For the emissive Material I simply used 3 VERY small Textures to create the Effect:
256x256 Pixels
64x64 Pixels

64x64 Pixels
Beam Emitters

Beam Emitter with a 32x32 Pixel Texture, uses 8 Segments, 2 Sheets

Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets

Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets
As you can see, a small number of Segments (around 4-32) is enough to draw cool Beams.
The first picture was chosen to show how it is made up out of connected segments.
Weather Emitters






Spark Emitter


Videos
New Sprites
Testing Simple Soft Shadows
Cloud Emitter Test
Spark Emitter
- Plane Projective Texture Mapping (Plane Projector) finished
- Testing Simple Dynamic Soft Shadows
- Sprite Emitter finished
- Mesh Emitter finished
- Beam Emitter finished
- Corona Emitter finished
- Sprite Beam Emitter finished
- Weather Emitters finished (Snow, Rain, Dust, Cloud, Wind Emitters)
- Fog Emitter finished
- Spark Emitter finished
- Software Weapon Material Shaders finished (support for Environment Maps, Emissive Materials, Specular Maps, Opacity Maps, Detail Maps and CelShading)
- implemented 2 new Light Actors, one with infinite Lighradius (aka Sunlight) and one with Lightradius exceeding the limit of 255
- New Sprites finished (Sprites with indipendent Axis and Orientation, also dynamic Fading and Scaling)
- re-worked and cleaned-up many old Class Structures
- Organisation/Concept Work for the Sandbox Mods has begun
- Recruiting Beta-Testers has begun
- Current state of Progress: 80 %
Media
Weapon Shaders

A Shock Rifle with CelShading

A Shock Rifle with emissive Materials (Self Illumination Maps)
For the emissive Material I simply used 3 VERY small Textures to create the Effect:

256x256 Pixels

64x64 Pixels

64x64 Pixels
Beam Emitters

Beam Emitter with a 32x32 Pixel Texture, uses 8 Segments, 2 Sheets

Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets

Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets
As you can see, a small number of Segments (around 4-32) is enough to draw cool Beams.
The first picture was chosen to show how it is made up out of connected segments.
Weather Emitters






Spark Emitter


Videos
New Sprites
Testing Simple Soft Shadows
Cloud Emitter Test
Spark Emitter